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	<id>http://maierstorm.org/Vampire/index.php?action=history&amp;feed=atom&amp;title=Ancestors</id>
	<title>Ancestors - Revision history</title>
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	<updated>2026-05-13T15:53:11Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://maierstorm.org/Vampire/index.php?title=Ancestors&amp;diff=70369&amp;oldid=prev</id>
		<title>Bruce: Created page with &quot;;Werewolves &#039;&#039;&#039;Description:&#039;&#039;&#039; Ancestral memory in humans is no more than pseudo- scientific nonsense. To the Garou, who can contact the spirits of their ancestors, it’s...&quot;</title>
		<link rel="alternate" type="text/html" href="http://maierstorm.org/Vampire/index.php?title=Ancestors&amp;diff=70369&amp;oldid=prev"/>
		<updated>2019-04-20T17:32:46Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;;&lt;a href=&quot;/Vampire/index.php/Werewolves&quot; title=&quot;Werewolves&quot;&gt;Werewolves&lt;/a&gt; &amp;#039;&amp;#039;&amp;#039;Description:&amp;#039;&amp;#039;&amp;#039; Ancestral memory in humans is no more than pseudo- scientific nonsense. To the Garou, who can contact the spirits of their ancestors, it’s...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;;[[Werewolves]]&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Description:&amp;#039;&amp;#039;&amp;#039; Ancestral memory in humans is no more than pseudo-&lt;br /&gt;
scientific nonsense. To the Garou, who can contact the&lt;br /&gt;
spirits of their ancestors, it’s a fact of life. Many werewolves&lt;br /&gt;
carry some of the memories of a distant ancestor; some&lt;br /&gt;
even allow their forebears to take over their bodies.&lt;br /&gt;
&lt;br /&gt;
Once per game session, the player of a Garou with this&lt;br /&gt;
Background may roll his Ancestors Background (difficulty 8,&lt;br /&gt;
or 10 if he’s trying to contact the spirit of a specific ancestor).&lt;br /&gt;
Each success allows the character to increase any Ability&lt;br /&gt;
by one for the purposes of a single die roll, even if he has&lt;br /&gt;
no dots in the Ability — and he doesn’t suffer the penalty&lt;br /&gt;
for not having the Ability. For example, young Emil, a pure&lt;br /&gt;
flatlander, must scale an immense cliff to come to the aid&lt;br /&gt;
of his embattled pack. Emil has an Ancestors rating of 4&lt;br /&gt;
and Athletics 0. He calls on his forebears to guide him, and&lt;br /&gt;
Emil’s player rolls four dice at difficulty 8. He scores three&lt;br /&gt;
successes. Emil contacts his great-great-great granduncle&lt;br /&gt;
Cragtamer, who guides him over the sheer face and over&lt;br /&gt;
the top. Now the player has an effective Athletics rating of&lt;br /&gt;
3 to make his climbing roll. If the Garou had an Athletics&lt;br /&gt;
rating of 2, then his effective dice pool would be 5. All&lt;br /&gt;
effects last for the rest of the scene.&lt;br /&gt;
&lt;br /&gt;
While it is more difficult to contact a specific&lt;br /&gt;
ancestor, successful contact provides either useful advice&lt;br /&gt;
or precognitive visions at the discretion of the Storyteller.&lt;br /&gt;
&lt;br /&gt;
Botching an Ancestors roll may indicate that the&lt;br /&gt;
character becomes catatonic for the remainder of the&lt;br /&gt;
scene as he’s overwhelmed by the memories of thousands&lt;br /&gt;
of lives. Alternatively, the ancestral spirit refuses to&lt;br /&gt;
relinquish the body. How long the ancestor stays depends&lt;br /&gt;
on the Storyteller.&lt;br /&gt;
&lt;br /&gt;
• You have brief, hazy visions from the distant past.&amp;lt;br&amp;gt;&lt;br /&gt;
•• You remember faces and places from past lives just as you remember those of your early childhood.&amp;lt;br&amp;gt;&lt;br /&gt;
••• You put names to faces among your ancestors.&amp;lt;br&amp;gt;&lt;br /&gt;
•••• Ancestors converse with you on a regular basis.&amp;lt;br&amp;gt;&lt;br /&gt;
••••• Your ancestors watch your adventures with interest, and they often come to counsel you.&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bruce</name></author>
	</entry>
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